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Game Design Introduction
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Game Theory 1/3 1/3 1/3 0,0 -1,1 1,-1 -1 , 1 1 , -1 1/3 1/3 1/3
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Questions What's your favorite video game? (now, ever)
What made/makes that game fun? Does a game have to be fun? What is fun? What is a game? Can a video game be "art"?
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Why study game design? It's fun and interesting.
Might be in a one-person company or project Be able to speak the same language as the designers Be able to evaluate, contribute, advise Research Where else?
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What would you learn? Why games work, Game design principles (what?)
Interaction models Balance Feedback Motivation Immersion Design and Development cycle (how?) Tools: rendering engines, game engines, prototyping tools
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What is a game? What's the difference between . . . ? Toys Puzzles
Games
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What is a game? What's the difference between . . . ? Toys
Just play, no rules or goal Puzzles A goal, but usually no rules (e.g. Rubik’s cube) Games Play, goal, rules
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Play Participatory form of entertainment
Compare to books, theater, film, which are not interactive. Pretending – the Magic Circle Important even in a physical game like soccer. Why? The magic circle comes into existence when players join the game and agree to abide by the rules.
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Goal Also called the object of the game Might or not be achievable
Examples of games with unachievable goals? Defined by the rules, is arbitrary Must be nontrivial and present a challenge Victory conditions Game does not always end when victory conditions are achieved Can specify loss conditions also (or instead)
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Rules Definitions and instructions that players agree to accept
Semiotics--meaning and relationships between symbols Gameplay--challenges and actions Sequence of play Goals Termination Metarules--exceptions or changes to rules
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So, what is a game? Decision making Goals Opposition
Managing resources Game tokens Information
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Decision making Costikyan: "The thing that makes a game a game is the need to make decisions." Tradeoffs
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Goals Costikyan: "If you have no goal, your decisions are meaningless."
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Opposition Costikyan: "A game without struggle is a game that's dead."
How can you get the right level of difficulty?
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Managing resources Costikyan: "If the game has more than one 'resource,' decisions suddenly become more complex." Tradeoffs Decision increases one resource but decreases another. Both resources are important in the game.
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Game tokens Anything the player directly manipulates: cards, pieces, character, etc. Costikyan: "To give a player a sense that he controls his destiny, that he is playing a game, you need game tokens."
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Information Costikyan: "The interface must provide the player with relevant information. And he must have enough information to be able to make a sensible decision." AI--It doesn't matter how smart your AI is if the player doesn't know what the AI is doing. How do you give information to the player?
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Making games fun Adams & Rollings
50% Avoiding errors--bad programming, bad music and sound, bad art, bad user-interfaces, bad game design. "Basic competence will get you up to average." 35% Tuning and polishing--attention to detail 10% Imaginative variations--level design 4% True design innovation--the game's original idea and subsequent creative decisions 1% An unpredictable, unananalyzable, unnamable quality--"luck, magic, or stardust" Do you believe them?
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Finding the fun factor Adams & Rollings
Gameplay comes first--give people fun things to do Get a feature right or leave it out Design around the player Know your target audience Abstract or automate parts that aren't fun Be true to your vision Strive for harmony, elegance, and beauty How to become rich and famous . . .
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The hierarchy of challenges Adams & Rollings
Complete the game Finish a mission Finish a sub-mission Finish an atomic challenge Player will usually be thinking about current atomic challenge. Awareness of higher-level challenges creates anticipation.
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Challenges Victory conditions and atomic challenges are usually explicit. Intermediate challenges are usually implicit. Players get tired of just following instructions. "The most interesting games offer multiple ways to win" -- Adams & Rollings, p. 284 More than one way to accomplish intermediate challenges Capture the flag (p. 284): defensive approach, aggressive approach, stealth approach
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Myths About Computer Game Design
Myth # 1: Computers have to play as good as possible Myth # 2: Only programmers can design computer games Myth # 3: Succesful games need deep storylines Myth # 4: Computer graphics “make” a game
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Myth # 1: Computers have to play as good as possible
You know what is an attack “Kung Fu” style? Only 2 enemies are attacking at any point of time The other “appear” busy Same idea is implemented in many games
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Myth # 2: Only programmers can design computer games
In the “old times” it was like that Modern tools allow the design of “AI” behavior without need of a computer programmer Attack ~E ~S Chase E S D D E Wander E ~E Spawn D
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Myth # 3: Successful games need deep Storylines (II)
Storyline: "Murderous aliens have landed in futuristic Los Angeles, and humans suddenly find themselves atop the endangered species list. The odds are a million-to-one, just the way Duke likes it!" Duke Nukem 3d Released in 1996 Crude humor “That's gotta hurt” Simplistic and predictable storyline
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Myth # 4: Computer graphics “make” a game
Tale of two games: Game # 2: 2D graphics Turn-based Graphics highlight: Lead designer appears in the game Roles a dice to decide who wins combat Game # 1: Top-notch (for its time) 3D Graphics Real-time Dinosaurs! “beautiful” people “Realistic” physics encoded in game
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Game # 1: some screenshots
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Game # 2: Screenshot
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Computer Game Design Class
Narrative - storyline Game mechanics – rules of play class Concept art sound graphics
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How do you design a good game?
Do a lot of research Have a good team Test, test, test Prototypes (small, use all tools possible) You can use some of the frameworks around: MDA framework (this week’s labs) Game balance, fit to an old model (e.g. rock, paper, scissors) Read Tracy’s book (chapters 1-5) There are several other good books and papers I can recommend
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Games as Software Code
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Games as Software Code Process
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Games as Software Code Process Requirements
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Games as Software Code Process Requirements Rules
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Games as Software Code Process Requirements Rules Activity
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Games as Software Code Process Requirements Rules Activity “Fun”
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A Design Vocabulary Code Process Requirements Rules Activity “Fun”
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A Design Vocabulary Mechanics Code Process Requirements Rules Activity
“Fun”
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A Design Vocabulary Mechanics Dynamics Process Requirements Game “Fun”
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A Design Vocabulary Mechanics Dynamics Aesthetics
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